Quick Rigging and Skinning a character for beginners

Ғылым және технология

Files used: areadownloads.autodesk.com/wd...
This movie shows you how to create a basic character rig for a game or background character in just a few clicks.

Пікірлер: 302

  • @Autodesk_Maya
    @Autodesk_Maya4 жыл бұрын

    --> Next Lesson: Add fingers! kzread.info/dash/bejne/dp-Ztsufm6eumbQ.html

  • @aRVinDbob

    @aRVinDbob

    2 жыл бұрын

    is there any possible way to frezz transform the CTRls of the character in this process?

  • @user-gc6jt4kz7m

    @user-gc6jt4kz7m

    2 жыл бұрын

    Sir can I directly learn rigging or I have to start with modelling and texturing? I am new in this field.

  • @Autodesk_Maya

    @Autodesk_Maya

    2 жыл бұрын

    @@user-gc6jt4kz7m You can definitely learn rigging without knowing how to model or texture. In fact, many professional riggers don't know how to do either!

  • @user-gc6jt4kz7m

    @user-gc6jt4kz7m

    2 жыл бұрын

    @@Autodesk_Maya Thanks a lot Sir..for clearing my doubts.

  • @z.s.2057

    @z.s.2057

    4 ай бұрын

    The way you deliver your lesson reminds me of the old Dawn of War tutorial. I must say it makes your video supremely listenable, thank you.

  • @ChromaticaForever
    @ChromaticaForever3 жыл бұрын

    Thanks so much for this! I’m not an Animator but a Game Artist and wanted to at least learn how to make a quick rig and skin so I can pose my characters for presentation :)

  • @pureumyu8931
    @pureumyu89315 жыл бұрын

    I love this channel. Thank you so much!

  • @mayurbadgujar3582
    @mayurbadgujar35824 жыл бұрын

    Really great tutorial sir. I love this channel. Thank you so much.

  • @kkevinC
    @kkevinC4 жыл бұрын

    Amazing! Helps a ton. Got my self created character model into unity as a playable character.

  • @unknowngamedev909

    @unknowngamedev909

    3 жыл бұрын

    i want to make the same thing!!!!!

  • @DeepakSingh-fy3fb
    @DeepakSingh-fy3fb4 жыл бұрын

    Character is modelled so perfectly

  • @solitudeau8188
    @solitudeau81884 жыл бұрын

    Old but gold. Still helps in 2019 haha

  • @lahcenebelbachir7929

    @lahcenebelbachir7929

    4 жыл бұрын

    Just tried it out, worked like a charm! lol

  • @Exsulator2

    @Exsulator2

    4 жыл бұрын

    @@lahcenebelbachir7929 Do you get flipping fk arms when they do more than 90 degree rotation? (eg pointing arm directly forward) also, did you find a way to solve the problem at 15:50 when it comes to MULTIPLE orient constraints with MULTIPLE rotation spaces that does not match up? (such as what the shoulder locator, having been scaled negative X, is doing to the fk rotation space)

  • @shiplu69

    @shiplu69

    4 жыл бұрын

    2021

  • @Afaj-sh8vx

    @Afaj-sh8vx

    3 жыл бұрын

    2021 🗿

  • @sajocruzz3184

    @sajocruzz3184

    Жыл бұрын

    2022 🗿

  • @flexmcpee
    @flexmcpee3 жыл бұрын

    Wow I learned a tone from this. Many thanks!

  • @tralthamidor
    @tralthamidor7 жыл бұрын

    The Quick Rigging tool is an awesome addition. Easy to use and this video explains it well. But as most of us have quickly discovered, the hand joints are not included. Without that all of our models are just 'kung-fu fighting'. I have yet to see a quick rig video that shows how to add the hand joints later. I tried but I am not able to get it to work. That simple addition to the video would be tremendously helpful. Thanks.

  • @jeffdronkers6150
    @jeffdronkers61506 жыл бұрын

    This also is hard to work with for animators. Since all controls have translation values once rigged and you can not zero them out. It has been like this in the past versions and even in 2018 it is still the case. Please give all controls a standard value of 0,0,0 in the next update to make everyone's life easier. :)

  • @RonnieMirands

    @RonnieMirands

    2 жыл бұрын

    do you know man if this has been fixed on the last versions? thanks a lot :)

  • @adhdhikaru

    @adhdhikaru

    2 жыл бұрын

    @@RonnieMirands I've heard a way to avoid this is grouping the controller first and doing your transforms on the group, preserving the transforms on the controller as 0, 0, 0.

  • @3DeeFanatic

    @3DeeFanatic

    Жыл бұрын

    Jeez you guys seriously suffer from such lack of fundamental features ??? I'm still using Softimage and we don't have this issue, even though stupid Autodesk decided to kill it with the lame excuse "to better serve the industry" and "focus on the development of maya". What a joke.

  • @AlexanderDRamos

    @AlexanderDRamos

    6 ай бұрын

    ​@@3DeeFanaticmaya sucks dude 😭😭😭

  • @3DeeFanatic

    @3DeeFanatic

    6 ай бұрын

    @@AlexanderDRamos I know, man. I'm probably going to quit 3D after I'm done with my current project. 3D is not the same without Softimage.

  • @glitchydemonfairy3171
    @glitchydemonfairy3171 Жыл бұрын

    Thank you! You may have just saved my life!!

  • @lukascook8477
    @lukascook84777 жыл бұрын

    WOW man, thanks! Great video!

  • @darrenli9754
    @darrenli97543 жыл бұрын

    Everything goes smoothly until I get to pressing the "Skeleton and Control Rig" create and button.. then a whack skeleton appears off to the side. Any ideas of where I would be going wrong of how to fix it?

  • @samuelsaksono9414
    @samuelsaksono94143 жыл бұрын

    Thanks! You made the best tutorial

  • @cristophergebhardt9060
    @cristophergebhardt9060Ай бұрын

    Amazing video

  • @rohitdosti
    @rohitdosti3 жыл бұрын

    Life saver tutorial. Thanks

  • @splootcrate
    @splootcrate3 жыл бұрын

    Just diving into this and right off the bat I can see the mirror function doesn't work as expected. It moves the opposite joint but positions it wrong. My character has asymmetrical bits but is centered at 0 on the grid. My character is also made of many pieces that are grouped together. Using Maya 2019. I can see the guides that are automatically created are not perfectly centered either. Is this because of the asymmetry? Current workaround is manually inputting the values into the channel box.

  • @Larrythebassman
    @Larrythebassman7 жыл бұрын

    Direct to the point ... no mumbo jumbo _thank you

  • @krutikatushar6229
    @krutikatushar62295 жыл бұрын

    Thank you so much, it helped me a lot

  • @ajerqureshi6411
    @ajerqureshi64117 жыл бұрын

    Hello Maya! You mentioned in a comment before about how quick rig doesn't automatically rig fingers or facial definitions. But could it be possible to add joints to the rigged skeleton? For examples, in regards to the fingers or toes, I made new joints for the fingers and then parent them to the wrist bone. Do I have to re-skin it? Or is there a simplified way?

  • @Autodesk_Maya

    @Autodesk_Maya

    7 жыл бұрын

    You don't have to "re"-skin it, you just have to add those joints to the skin (select both, then go to Skin > Edit Influences > Add Influence in the Rigging menu set). You will have to paint weights for them though.

  • @user-zj8vk7yh9f
    @user-zj8vk7yh9f5 жыл бұрын

    мне это очень помогло благодарю вас сэр за столь прекрасное видео!!!

  • @luke0812
    @luke08127 жыл бұрын

    I finished the comprehensive rig video series, just to realize that it is not very useful for a unity import and rather used for film animation. However I am really happy I did the entire series. I learned alot over the past weeks. I read in the comments that it is possible to use the existing hand joints from this series. Is it possible to import the entire hand rig and its controllers to a new quick rig scene file? Also. Is it possible to add the foot controls, too, since they are much more versatile? I think I would have to delete the foot joints for that. And on a final note. What if I wanted to add a weapon to that character like a speer that he could throw and pick up and put on this back? I think this is far more complex than I realise atm.

  • @Autodesk_Maya

    @Autodesk_Maya

    7 жыл бұрын

    Yes, you can actually just export the hands only and then affix them to your quick rig, then parent constrain them appropriately and add them to the skinning. And yes you can add foot controls the same way. While the character is carrying a weapon, you can parent constrain the weapon to that character. Once the character throws it however, you'll want to reduce the effect of the constraint to 0 since it will be independent of the character.

  • @rerisonchelsea
    @rerisonchelsea4 жыл бұрын

    life saver. Thank you very much.

  • @aps-c1766
    @aps-c17664 жыл бұрын

    Best Tutorial EVAR

  • @ZyenDDT

    @ZyenDDT

    4 жыл бұрын

    evar an evar

  • @annagiulliabataglia8290
    @annagiulliabataglia82902 ай бұрын

    that is so perfect! thanks so much! quick question tho, how do you put the crush on erase mode?

  • @AnindoChatterjee14
    @AnindoChatterjee145 жыл бұрын

    Perfect voice

  • @user-pb7bk6gx1v
    @user-pb7bk6gx1v7 жыл бұрын

    It works! thank you :)

  • @aRVinDbob
    @aRVinDbob2 жыл бұрын

    is there any possible way to frezz transform the CTRls of the character in this process?

  • @rishavpaul1704
    @rishavpaul1704Ай бұрын

    tysm for this!🥺🥺

  • @mohdparvaiz1063
    @mohdparvaiz10633 жыл бұрын

    really nice sir, good explain

  • @PhishChiang
    @PhishChiang7 жыл бұрын

    nice tool, thanks!

  • @Rekterrr
    @Rekterrr3 жыл бұрын

    The skin isn't mirror on mine. Can you help me please?

  • @LilArrowInkorperated
    @LilArrowInkorperated7 ай бұрын

    Thank you so much! ❤

  • @everydayhappy965
    @everydayhappy9654 жыл бұрын

    How did you meshed it in the first place?

  • @ahmedalaslemy6026
    @ahmedalaslemy60268 жыл бұрын

    HI Where can I get Mental Ray 2017 MAC OS

  • @Androktasiai444
    @Androktasiai4442 жыл бұрын

    The speaker has a very pleasant tutorial voice :)

  • @H0LAI
    @H0LAI Жыл бұрын

    How to prep fbx model for motionbuilder so it works and loads like motionbuilders tutorial fbx models?

  • @ScantEgoOfficial
    @ScantEgoOfficial7 жыл бұрын

    hey imma beginner and i want to purchase ur products but i just want to knw is i have to be good in drawing or in painting to make characters like these guide me little please

  • @Autodesk_Maya

    @Autodesk_Maya

    7 жыл бұрын

    Not really no. While it can help to know 2D art, 3D is mostly it's own thing.

  • @bmas44
    @bmas443 жыл бұрын

    for some reason when i apply the rig only the waist moves, none of the other bones. Does anyone know why this is? I am working from an FBX idk if thats something to do with it

  • @christophermurillo27
    @christophermurillo27 Жыл бұрын

    The mirror joint tool in teh Wuick rig settings, is not working for me

  • @theapexpredator157
    @theapexpredator1575 ай бұрын

    Is there an option to make it possible for IK FK Matching for the HIK?

  • @3xRubiks
    @3xRubiks4 жыл бұрын

    What do i need to record my own animation scripts like ubisoft do, they have contacts on bodys and shit, what is this called

  • @danascieszko8232
    @danascieszko823211 ай бұрын

    Can someone explain what is resolution about in Quick Rig Tool?

  • @markus777
    @markus777 Жыл бұрын

    Super clear

  • @cgtutors6435
    @cgtutors64354 жыл бұрын

    Help full. I like it..😊

  • @kaywoodparsons1361
    @kaywoodparsons13614 жыл бұрын

    Is the window in meters? And how big is the character?

  • @crapcrap3551
    @crapcrap35512 жыл бұрын

    excuse me so colouring the area to white means it is more "locked" compair to other parts?

  • @magdasmolinska4860
    @magdasmolinska4860 Жыл бұрын

    why it doesnt work when loading the character file and rotating it to have Z and not Y as main axis?

  • @captana7044
    @captana70442 жыл бұрын

    why are fbx exported facial features are disconnected from the rest of the body??

  • 6 жыл бұрын

    Why quick rig zero out controls? It is very hard to animate it!

  • @amirbabaei7048
    @amirbabaei70484 жыл бұрын

    Thank you so much .

  • @astralstormgamestudios1259
    @astralstormgamestudios1259 Жыл бұрын

    When I try to constrain head features : Error: Connection not made: 'Jaw_Corrected_parentConstraint1.constraintTranslateX' -> 'Jaw_Corrected.translateX'. Destination is locked. How do I fix this ?

  • @warriormaddy420
    @warriormaddy4207 ай бұрын

    thankyou very much

  • @Xaia
    @Xaia8 жыл бұрын

    What do I have to do to rig fingers in this step-by-step mode?

  • @Autodesk_Maya

    @Autodesk_Maya

    8 жыл бұрын

    Although HIK supports finger joints (as well as toes), it unfortunately doesn't play nice with the guides and T-Stance correcting of the Quick Rig Tool specifically. If you need fingers, your best bet is to go with a full HIK setup instead (see the docs here: help.autodesk.com/view/MAYAUL/2017/ENU/?guid=GUID-83281B78-7DB0-4228-88D0-284E4A61564C). You can use the basic skeleton created by the Quick Rig Tool to start, but you will need to manually add finger joints and define them in the Character Control Tool. Another option would be to build a rig specifically for the hands (like the one we made in parts 28 and 29 of our comprehensive rigging tutorial here: kzread.info/dash/bejne/d5qmj5ewh9aue6w.html) and parent constrain it to the wrist joints here. In short, while the Quick Rig tool is very fast and convenient, it is also limited to creating very simple rigs.

  • @Xaia

    @Xaia

    8 жыл бұрын

    Thank you!

  • @jovontowns591

    @jovontowns591

    8 жыл бұрын

    Fantastic Question and Awesome Response Via Maya

  • @Musetrigger

    @Musetrigger

    7 жыл бұрын

    I was just about to ask if I could build more joints off of the existing quick rig. That's a time saver. I have to make joints for wings too, as well as fingers.

  • @Autodesk_Maya

    @Autodesk_Maya

    4 жыл бұрын

    Now there's an official followup lesson for fingers! kzread.info/dash/bejne/dp-Ztsufm6eumbQ.html

  • @insuranceaes256
    @insuranceaes2567 жыл бұрын

    Quick rig only works with perfect closed meshes, but my meshes are irregular and i have problems using geodesic binding, because my model breaks when moving my character, tried cleaning out my mesh but i failed, do anyone have an idea on what to do? im sure this video will help somebody, so i liked it. have a nice day

  • @Frag_Limit
    @Frag_Limit7 жыл бұрын

    Hello anyone, can you please tell me is the quick rig tool not available in the default 2016 edition? I couldn't find the quick rig tool at all in my default maya 20116.

  • @Autodesk_Maya

    @Autodesk_Maya

    7 жыл бұрын

    The Quick Rig tool was introduced in Extension 2. It is not available in the default 2016 edition.

  • @olimszecsody
    @olimszecsody4 жыл бұрын

    Hello! This uick Rig Tool can run in Maya 2009? One more thing! I have a Serious big problem. In August, I started rigging for another character. I was doing very well until the duplication, but when I was almost done, the flexing kinematics had a big problem with the wrist. I fixed it by rigging my right hand with mirroring again, but when I want to connect my right hand, an unknown, unjustified problem appears. maybe a space problem, you don't know. It consists of orienting constraint RightArm_FKConst_GRP and RightArm_ResultConst_GRP to RightArm_ShoulderSpace_LOC after I set the rotate x value to -180, instead of 0 the result, but -360. I don't know something I forgot or I duplicated Shoulder_GRP badly, I don't know. I tried to fix everything, but it didn't work! I've had enough! I tried everything. That's why I turn to you for help. Can you tell me how I can fix it? What did I do wrong. Also how to duplicate. PLEASE! Help me if you can. Thank you in advance.

  • @Exsulator2

    @Exsulator2

    4 жыл бұрын

    I have a similar problem, but with the shoulder instead. If anyone found a solution, I'd love to know about it... Context: Around 15:50 does not explain how one would fix the same issue with multiple orient constraints - consider that offsetting one constraint is fairly easy, but when you constrain multiple locators, they still use the same constraint node - so you can only choose one offset number for ALL of them. Fixing one, breaks another. The 0 - 360 problem also appears in the process. The shoulder locator, having been scaled negative X, is causing this issue to the fk rotation space. Basically, I could flip the group as in the video - but then one of the other orient constraints will get messed up.

  • @muhamadkarzan3213
    @muhamadkarzan32135 жыл бұрын

    Where can I get this program please? ??

  • @PixelWarsFilms
    @PixelWarsFilms6 жыл бұрын

    Hey! When i tried doing the weight painting on the face, it appeared as though I did everything right, until I tried to actually rotate the head afterwords! The more the head turned,the more distorted and "pulled apart" it would start to look. Any idea why? Thanks in advance, great tutorial!

  • @Autodesk_Maya

    @Autodesk_Maya

    6 жыл бұрын

    Check the weights of the head joint. You want to make sure the entire head is pure white for that particular joint.

  • @PixelWarsFilms

    @PixelWarsFilms

    6 жыл бұрын

    Thank you! I actually checked and it seemed like the other joints had weight painted on the head as well..strange,but it was definitely a weight issue. Thanks!

  • @ThomasSchannel
    @ThomasSchannel7 жыл бұрын

    hey, my brush doesnt smoothly paint. it acts like a paint bucket filling in large areas everytime I click. help?

  • @Autodesk_Maya

    @Autodesk_Maya

    7 жыл бұрын

    Hold B + Middle-drag to restart the brush size at 0. It's probably just that your brush is giant (or your model is very small).

  • @laissez-faire496
    @laissez-faire4967 жыл бұрын

    Would u recommended that I use the Quick rig tool then add other joints like the fingeres and toes and the IK rigs later?

  • @Autodesk_Maya

    @Autodesk_Maya

    7 жыл бұрын

    That's right. You can actually build just the hand rig from our comprehensive character tutorial and attach it to the arms of a quick rig.

  • @truegreen7

    @truegreen7

    7 жыл бұрын

    What would be the way for us to go about attaching the hand rig that we made separately, to the arm?

  • @wondertv1356
    @wondertv13564 жыл бұрын

    Thank you Sir. I have a question. Is there any way to make the paint tool bigger when painting the head??? My paint tool was so small that it took me a long time to paint the head when I use weight tool...

  • @Autodesk_Maya

    @Autodesk_Maya

    4 жыл бұрын

    Hold M and then drag the left or middle mouse button up and down to change the paint brush size.

  • @miroslavjandourek650

    @miroslavjandourek650

    3 жыл бұрын

    Hold B and drag with left button on mouse.

  • @R4L14N
    @R4L14N6 жыл бұрын

    why do you move the pivot point to the head joint? does that effect skinning somehow?

  • @Autodesk_Maya

    @Autodesk_Maya

    6 жыл бұрын

    I assume you mean for the head_features_grp? It's just to keep the rotations of the group more consistent with the rest of the head. It's not strictly necessary, but it's just cleaner if the head features match those of the control that they're associated with.

  • @lakshsinghal9234
    @lakshsinghal92345 жыл бұрын

    can you give a tutorial to make the whole structure of body and expressions, joints and ik handel

  • @Autodesk_Maya

    @Autodesk_Maya

    5 жыл бұрын

    Check out my "Creating a Comprehensive Character Rig" tutorial: kzread.info/dash/bejne/f4pourSgnbffnrw.html

  • @supersaiyajin7342
    @supersaiyajin73424 жыл бұрын

    Amazing video thank you soooo much.. but I have a problem.. when i'm trying to stance.. the body is turning into T pose.. but my mesh is in A pose ☹️

  • @Autodesk_Maya

    @Autodesk_Maya

    4 жыл бұрын

    Super` Saiyajin unfortunately this feature only has support for TPose.

  • @anaislake
    @anaislake6 жыл бұрын

    excellent!

  • @krishnaavrilcg1136
    @krishnaavrilcg11363 жыл бұрын

    Hey I did the whole body weighting maps, now I exported weight maps and divided head and body seperate to add blendshapes to head, when I try to import weights now, Its not working as expected, does this becoz we made two different meshes??

  • @Autodesk_Maya

    @Autodesk_Maya

    3 жыл бұрын

    Little Black Star Studios Unfortunately yes. While you can change the joint structure, the mesh needs to remain the same (since the weight map is assigned to vertex IDs). However! If you have the original still around, you can actually use a “Transfer Weight Maps” to transfer Skin weights from your original mesh to the new one by distance rather than vertex ID. Just make sure you set it to “closest vertex”.

  • @fromdeepitcame
    @fromdeepitcame Жыл бұрын

    Thanks this is great. One question, the elbow effectors are moving the hand away from its position, Id expect this be locked in place and the effector to only change the direction of the elbow. Is there a control to activate this?

  • @Autodesk_Maya

    @Autodesk_Maya

    Жыл бұрын

    In the Character Controls menu, you can switch between Full, partial, and effector-only IK. You'll want to set it to the latter.

  • @fromdeepitcame

    @fromdeepitcame

    Жыл бұрын

    @@Autodesk_Maya Great, thanks, Ill give this a try.

  • @jamesdavis625
    @jamesdavis6253 жыл бұрын

    How do you default him to original bind pose? I try Skin > Go to Bind Pose, but it gives me an error, I have the hip joint selected when I try it

  • @Autodesk_Maya

    @Autodesk_Maya

    3 жыл бұрын

    You'll need to use the HumanIK window's "Go to bindpose" button: help.autodesk.com/view/MAYAUL/2022/ENU/?guid=GUID-46964B80-1DEA-49BB-A7CF-0DBA40D9F87F

  • @jeffdronkers6150
    @jeffdronkers61506 жыл бұрын

    What if my character is bipedal, but with the addition of tentacles on the face. Does this give me the freedom to add these manually to the auto-rig?

  • @Autodesk_Maya

    @Autodesk_Maya

    6 жыл бұрын

    Unfortunately you won't be able to use the Auto-Rigger specifically for those extra tentacles. What you can do is start with a base Auto-rig for the base character, then parent constrain a custom HIK rig for the tentacles on top of that. The auto-rigger was designed as a quick way to get standard bipedal characters up and running quickly.

  • @ahmedjameel9295
    @ahmedjameel92955 жыл бұрын

    thank you for the tutorial but what about the hand ? can we do it in quick rig ?

  • @Autodesk_Maya

    @Autodesk_Maya

    5 жыл бұрын

    Unfortunately, you can't rig fingers using quick rig. You can still use HIK for them though, and then add it on top of your quick rig.

  • @raymondbarreto2888
    @raymondbarreto28883 жыл бұрын

    Ok but lets say my character has multiple meshes and isnt very humanoid what do i do then

  • @yarugatyger1603

    @yarugatyger1603

    3 жыл бұрын

    Never rig single meshes rig groups and animate groups.

  • @Bobeer
    @Bobeer2 жыл бұрын

    Thank you!

  • @NyanPochikun
    @NyanPochikun5 жыл бұрын

    5:53 my mesh does not change to the gradient when I select mesh then paint skin weights, I now have a red x

  • @Autodesk_Maya

    @Autodesk_Maya

    5 жыл бұрын

    Did you skin the mesh to the bones first? The red X means that you are attempting to paint a mesh that isn't skinned.

  • @user-to5cs8ck7f
    @user-to5cs8ck7f7 жыл бұрын

    can i find quick rigging in the default maya 2017 ?

  • @Autodesk_Maya

    @Autodesk_Maya

    7 жыл бұрын

    Yup.

  • @yelltube
    @yelltube4 жыл бұрын

    How do you reset character to the A-Stance after moving joints?

  • @Autodesk_Maya

    @Autodesk_Maya

    4 жыл бұрын

    Unfortunately, Quick Rig and HIK only work with T-Pose. You can press the orange button on the right-side of the Character Setup panel to return to the default.

  • @inchasto
    @inchasto7 жыл бұрын

    5:05 How do you adjust the pivot to the joint by ignoring the polygonal mesh with the V key? in my case, I can not adjust the pivot to the quickjoint even hiding the polygonal mesh but yes to a normal joint

  • @inchasto

    @inchasto

    7 жыл бұрын

    Problem solved: changing renderer 2.0 to default viewport

  • @Autodesk_Maya

    @Autodesk_Maya

    7 жыл бұрын

    That's odd, it shouldn't have anything to do with the renderer. Are you sure you just didn't forget to enter pivot mode (Insert) first?

  • @inchasto

    @inchasto

    7 жыл бұрын

    sure ...look s20.postimg.org/c08b27e3x/ggg2.gif Here is another person with a similar problem polycount.com/discussion/137876/maya-snap-joint-to-pivot-problem

  • @icedbeam8737
    @icedbeam87373 жыл бұрын

    My mesh has IK handles and the Guides after binding but there are no visible bones to manipulate?

  • @Autodesk_Maya

    @Autodesk_Maya

    3 жыл бұрын

    Check the HumanIK window and make sure the controls are set to visible.

  • @alexrcreamer
    @alexrcreamer7 жыл бұрын

    Im trying to figure out when the best time to use this skeleton generator and when I should just create me own skeleton joint by joint? Also, what is motionbuilder and should I get it? Im trying to learn the best ways to create rigs for any character or creature with proper controls and when some ways might be more appropriate than others.

  • @Autodesk_Maya

    @Autodesk_Maya

    7 жыл бұрын

    Assuming skeleton generator = Quick Rigging tool, you'll mainly want to use that for background characters or NPCs (ones that won't be too focused on by the camera or those who won't have overly complex movements). For player characters or hero characters in films, you'll probably want to build a more robust rig. Motionbuilder is a tool that is specially optimized for character animation. It also contains a lot of tools for creating character rigs. The nice thing is that you can transfer rigs made in Maya to Motionbuilder via the FBX file format. It's definitely an excellent tool to have, but you can accomplish most of the same stuff within Maya itself.

  • @alexrcreamer

    @alexrcreamer

    7 жыл бұрын

    Got it, thanks. Is motionbuilder sort of the go-to for animation these days?

  • @Autodesk_Maya

    @Autodesk_Maya

    7 жыл бұрын

    For those very serious about character animation specifically, yes.

  • @hms2407
    @hms24073 жыл бұрын

    thank you so much

  • @amalkrishna5360
    @amalkrishna53603 жыл бұрын

    Still helps in 2021👍👍

  • @TimV777
    @TimV7773 жыл бұрын

    i dont have that paint weights or lock weights button on the right side bar

  • @Autodesk_Maya

    @Autodesk_Maya

    3 жыл бұрын

    You may need to open the "Tool Settings Editor" if it doesn't open automatically upon activating the Paint Skin Weights tool

  • @randorific333
    @randorific3334 жыл бұрын

    @MayaLearningChannel Matt, I'm having a problem with the controllers moving and rotating the appendages. I was using a model I downloaded from CGTrader and thought it was a problem with the model. So I decided to download the model in the link under this video. I'm still having the same issue. I've created the skeleton and control rig exactly as you have done. In the Human IK window, in the Definitions tab, everything is lit green. In the Controls tab, only three joints are lit green: the feet and the hips/waist. They're the only joints I can move and rotate with the "circle" controllers. The controllers for the remaining joints don't move or rotate at all. Again, I've followed your instructions (they couldn't be any clearer) and I don't think I've missed any of the steps. Any idea as to what could be wrong? Is there a setting I may have missed or a plugin that should be loaded? I'm at a loss. I've spent two days trying to figure this out; have posted the issue on forums (including Maya Autodesk Community) and no one has responded. I'm to the point where I'm about to give up on Quick Rig and do everything manually. ANY assistance would be greatly appreciated, as rigging is what I plan on specialising in once I've finished my education.

  • @Autodesk_Maya

    @Autodesk_Maya

    4 жыл бұрын

    Hi Randy, I just replied to your message on the Autodesk forum. Have a look there!

  • @randorific333

    @randorific333

    4 жыл бұрын

    @@Autodesk_Maya THANK YOU! I knew it had to be lack of knowledge. And thank you for the reference. I'll be so glad when I get into a classroom to learn this!! :)

  • @Autodesk_Maya

    @Autodesk_Maya

    4 жыл бұрын

    Randy P My pleasure. And if you’re in this for the long haul, I recommend the complex character rig tutorial on the Maya Learning Channel. I cover a lot of rigging theory in that course that you’ll likely use in school (including IK FK)

  • @randorific333

    @randorific333

    4 жыл бұрын

    @@Autodesk_Maya Yes, this will be my career path. I'm not interested in the create aspect of animation. I'm more technical. I'll check it out. I've also purchased a book called "Gray's Anatomy" that I've been told will help tremendously with rigging.

  • @jasonzaelit7739

    @jasonzaelit7739

    2 жыл бұрын

    @@Autodesk_Maya Would you be able to link me to the forum as I am experiencing the same issue? Thanks!

  • @rommelnimer8807
    @rommelnimer88075 жыл бұрын

    My Joints are created as I can see it in the outliner but its not showing in the viewport?how can I fix this. I am using Maya 2018. Ive tried to fix it in DISPLAY-SHOW-SHOW KINEMATICS-JOINTS but it was not fixed. Anyone can help please....TIA

  • @Autodesk_Maya

    @Autodesk_Maya

    5 жыл бұрын

    In the Viewport's "Show" menu, is "Joints" enabled?

  • @Dehslash9
    @Dehslash94 жыл бұрын

    Can you rig the face and hands after the full body auto rig

  • @Autodesk_Maya

    @Autodesk_Maya

    4 жыл бұрын

    Yup. kzread.info/dash/bejne/dp-Ztsufm6eumbQ.html&lc=Ugw77EvGpeojSVg4kYR4AaABAg

  • @kevinbenjamin2744
    @kevinbenjamin274411 ай бұрын

    When trying to paint the weights it is adding excessive weight all over with just one click. Any solutions?

  • @Autodesk_Maya

    @Autodesk_Maya

    11 ай бұрын

    Open the Tool Settings and take a look at the Brush settings. You may have it set to an odd shape or size. You can also try going to "Reset Settings" in that window to get back to the defaults.

  • @lilulilu1573
    @lilulilu15733 жыл бұрын

    Poderia ativas as legendas da aula em português ? Nós brasileiros poderíamos aprender ! Desde já grato

  • @MauricioBG

    @MauricioBG

    Жыл бұрын

    Pode dar uma olhada na minha lista de vídeos sobre o Maya, é só buscar no youtube por Maya na Cara, irá cair em algum vídeo e na descrição ou no vídeo indicado tem a playlist.

  • @ronaldlee5324
    @ronaldlee53247 жыл бұрын

    HI, how about create hand joint in quick rig?

  • @Autodesk_Maya

    @Autodesk_Maya

    7 жыл бұрын

    You can actually build just the hand rig from our comprehensive character tutorial and attach it to the arms of a quick rig. kzread.info/dash/bejne/d5qmj5ewh9aue6w.html

  • @programthis3805
    @programthis38054 жыл бұрын

    how do u convert ur mesh to perfect quads?

  • @Autodesk_Maya

    @Autodesk_Maya

    4 жыл бұрын

    Try Maya's new Retopologize command! kzread.info/dash/bejne/q4J2qcSFqd3Le7g.html

  • @poohbear4821
    @poohbear48212 жыл бұрын

    How do you make the wrist twist properly? No way i paint the weights fixes it??

  • @Autodesk_Maya

    @Autodesk_Maya

    2 жыл бұрын

    Are you using the example geometry or your own? It could be that your geometry around the wrists isn't set up well for twisting. You may need to add more subdivisions or change your edge-flow.

  • @stevejjd
    @stevejjd5 жыл бұрын

    How to I add my characters clothing models to the quick rig? ~ Thanks

  • @Autodesk_Maya

    @Autodesk_Maya

    5 жыл бұрын

    This depends. If you're doing something rigid like armor, or clothes for a game character, you'll probably want to skin it to the same skeleton as the quick rig. If you're doing high fidelity dynamic clothing for a film character, you'll want to use something like nCloth and simulate it physically.

  • @unknowngamedev909

    @unknowngamedev909

    3 жыл бұрын

    @@Autodesk_Maya it help me too !!

  • @eyeview4142
    @eyeview41423 жыл бұрын

    I’m having an issue with importing my models come in so big I can’t move them cuz my pc lags any ideas what I can do Pc specs: I9 10900k Rtx 3080 64gigs ram

  • @Autodesk_Maya

    @Autodesk_Maya

    3 жыл бұрын

    Are you importing them from ZBrush or Mudbox? High-poly models are usually too heavy for interaction - you need to use a process called "normal mapping" to transfer the sculpting details of your high-poly mesh to a low-poly one first, before you can do interactive stuff (like rigging) to it. You can see how the process works here: kzread.info/dash/bejne/e5Z1l5arfbaTmLw.html

  • @calys-burn563
    @calys-burn5634 жыл бұрын

    thx a lot !

  • @xMonsterGirl
    @xMonsterGirl7 жыл бұрын

    The controllers aren't zeroed out, animation is a pain in the ass. Do you have a fix for this?

  • @Autodesk_Maya

    @Autodesk_Maya

    7 жыл бұрын

    That doesn't sound right. They should zero out to the T-pose. What is yours zeroing out to now?

  • @anthoooo
    @anthoooo2 жыл бұрын

    the trick with parent constraining the head features isnt working for me? the head features move but they still sink thru the face. is there any thing else i should do besides parent constrain?

  • @Autodesk_Maya

    @Autodesk_Maya

    2 жыл бұрын

    Check the skin weights on the head and make sure they're totally white (color value: 1). What's probably happening is the head skin is moving at a slower rate (default: 0.5) than the facial features.

  • @anthoooo

    @anthoooo

    2 жыл бұрын

    @@Autodesk_Maya thanks! turns out the skin weights for fine, i just need to check Maintain Offset under the parent constrain. Thank you for this tutorial!

  • @valentinapippia3027
    @valentinapippia30273 жыл бұрын

    hey @MayaLearningChannel the link for downloading the model does not work. Please replace it! :(

  • @Autodesk_Maya

    @Autodesk_Maya

    3 жыл бұрын

    Try copy and pasting the link in a new browser instead of clicking it. It’s KZread that’s causing the issue for some reason.

  • @MaxxFujikawa
    @MaxxFujikawa3 жыл бұрын

    ahah good video!

  • @sondang558
    @sondang5586 жыл бұрын

    thank you

  • @lazaropaulo3449
    @lazaropaulo34496 жыл бұрын

    Hi..Guys help me out whenever i skinning a character's skin/figure show irregular shape...what should i do?

  • @Autodesk_Maya

    @Autodesk_Maya

    6 жыл бұрын

    Does that happen as soon as you skin it, or after you try moving some of the controls around?

  • @user-en2lz3dk4x
    @user-en2lz3dk4x7 жыл бұрын

    Question. How to use QuickRig to create brushes? Fingers?

  • @Autodesk_Maya

    @Autodesk_Maya

    7 жыл бұрын

    You can actually build just the hand rig from our comprehensive character tutorial and attach it to the arms of a quick rig. kzread.info/dash/bejne/d5qmj5ewh9aue6w.html

  • @user-en2lz3dk4x

    @user-en2lz3dk4x

    7 жыл бұрын

    Em..... There is a possibility to fix it? prntscr.com/e42dv0

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